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Re: [Blender] 2.56a beta released
[Re: AlbertoT]
#353213
01/08/11 13:42
01/08/11 13:42
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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Is there any keyboard shortcuts to quickly switch between move/rotate/scale in edit mode in blender?
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Re: [Blender] 2.56a beta released
[Re: Quad]
#353215
01/08/11 13:45
01/08/11 13:45
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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G/R/S - as long the old ones are still valid.
EDIT: muffel made a good point. You can restrict the move/rotate/scale by x,y,z. You can move by number as well.
F.i. "G" -> "Y" -> "-100" - this moves the marked part of the object in edit mode by the value 100 to the minus direction of y.
Last edited by Pappenheimer; 01/08/11 13:55.
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Re: [Blender] 2.56a beta released
[Re: Quad]
#353217
01/08/11 13:46
01/08/11 13:46
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Joined: Oct 2009
Posts: 149 Germany
muffel
Member
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Member
Joined: Oct 2009
Posts: 149
Germany
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I believe G:move R:Rotate S:scale Press X,Y or Z to align the action to one axis If you scale something try pressing shift or strg( unsure ) and then choose the axis and you'll have radial scaling
muffel
Last edited by muffel; 01/08/11 13:47.
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Re: [Blender] 2.56a beta released
[Re: AlbertoT]
#353224
01/08/11 14:18
01/08/11 14:18
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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as far as i know not much has changed with rigging. i don't know about bvh since i never was interested in using pre-made motion capture data. i always prefered hand made animations but with the recent kinect developments i might become interested in motion capturing aswell. http://www.youtube.com/watch?v=nr8vgCnb9_0http://www.youtube.com/watch?v=1Jc0mENG8Vshttp://www.youtube.com/watch?v=GCu8KTrC4sci just don't know how you would easily get nicely looping cyclic animations like walk cycles out of it but for some other things kinect could be awesome. the brain needs visual hierarchies since it can't process too many items at the same time. way too many icons get crammed into a tight space in many applications. it also can be very hard to come up with descriptive images for a lot of 3d tools and functions. this doesn't mean that blender couldn't make more use of icons where it makes sense (like in the tool shelf) but please not like truespace but more like modo.
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Re: [Blender] 2.56a beta released
[Re: ventilator]
#353229
01/08/11 15:55
01/08/11 15:55
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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I am afraid that Blender does not support bvh files I mean , you can import a bvh file but you have to rig your model again rather than simply copying it to an exsiting skeleton If so in my opinion it is a serious drawback for many hobbyest game developers You save so much time thanks to bvh files Anyawy I am not so familiar with Blender, I would be happy to be wrong The new edition is definitely more user friendly
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Re: [Blender] 2.56a beta released
[Re: ventilator]
#353230
01/08/11 15:57
01/08/11 15:57
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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i just don't know how you would easily get nicely looping cyclic animations like walk cycles out of it From bvh-files this is quite simple in bvhacker.
Last edited by Pappenheimer; 01/08/11 15:57.
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Re: [Blender] 2.56a beta released
[Re: Pappenheimer]
#353236
01/08/11 18:42
01/08/11 18:42
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Joined: Jul 2005
Posts: 1,002 Trier, Deutschland
Nowherebrain
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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yes, and blender is quite adept at handling anything you throw at it, including BVH(with BVH hacker), on a sidde note some good hot keys for some of you . = 3d cursor coordinate(as in rotate around 3Dcursor) , = selection center coordinate g = move selection s = scale r = rotate
now add the following shift+z = constrains to x,y try x and y, whatever your needs
pressing (x,y,z)once constrains it to that axis in world coord... pressing again constrains it in local coordinate
type in the required value e.g..... press r(rotate) z(z axis) z again(local z axis) 45, press enter....
that should rotate your selection around it's local z axis 45 degrees....
another good hot key is shift+s, this is more about cursor functions....and a somewhat advanced topic. for now I will leave this post as is, if someone has a blender related question feel free to send me a PM, I have been using Blender for a long time, as well as ventilator and pappenheimer.
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Re: [Blender] 2.56a beta released
[Re: Nowherebrain]
#353245
01/08/11 20:05
01/08/11 20:05
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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okay one more question so i made the model but while modeling i duplicated and mirrored it because the model is symmetrical, a character model, now i want to join left and right side together. I joined the objects, now i need to merge vertices, any better way then merging them two by two?
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